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L12[01:55:59] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171015 mappings to Forge Maven.
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L14[01:56:14] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L24[03:46:40] <c64cosmin> o/ does anyone have a working example of a block with multiple variants?
L25[03:47:03] <c64cosmin> I became very annoying to try to make it work
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L30[05:07:04] <Ordinastie> c64cosmin, what's your issue ?
L31[05:12:56] <c64cosmin> I think I on to something
L32[05:13:05] <c64cosmin> it seems that if I want multiple blocks with variants
L33[05:13:13] <c64cosmin> I also need to add them as ItemColored
L34[05:13:22] <Ordinastie> wut?
L35[05:13:25] <c64cosmin> and not as ItemBlock
L36[05:14:38] <Ordinastie> yeah, or just override getMatedata
L37[05:14:43] <c64cosmin> new ItemColored(NEMOSIL_TALL_GRASS, true).setSubtypeNames(new String[] {"simple","white","black"})
L38[05:15:05] <c64cosmin> in order to have the variants in the editor tab you need to add them like so
L39[05:15:35] <c64cosmin> I will share the code in few minutes I need to generalize the issue
L40[05:15:46] <Ordinastie> if by editor tab you mean Creative Tab
L41[05:15:53] <c64cosmin> that ^
L42[05:15:55] <Ordinastie> you need getSubItems in block
L43[05:16:01] <c64cosmin> they are not enough
L44[05:16:16] <Ordinastie> err
L45[05:16:16] <Ordinastie> getSubBlocks(CreativeTabs tab, NonNullList<ItemStack> list)
L46[05:16:23] <c64cosmin> I will have as many ItemBlock in the tab
L47[05:16:47] <c64cosmin> but only the default would be placed as a block
L48[05:17:11] <c64cosmin> looked in the vanilla code and saw what I was missing
L49[05:17:17] <Ordinastie> thats why you need to override getMetadata in Itemblock
L50[05:17:30] <Ordinastie> when you place the ItemBlock
L51[05:17:37] <c64cosmin> meaning I need to implement a "extends ItemBlock"
L52[05:18:00] <c64cosmin> when I can use the ItemColored class which does the very same
L53[05:18:18] <c64cosmin> look in Item.java line 1298
L54[05:18:51] <Ordinastie> it take the return value of getMetadata and pass it to getStateFromMeta
L55[05:19:00] <Ordinastie> but yes, you can use ItemColored if you want
L56[05:19:05] <Ordinastie> shitty name though
L57[05:19:44] <c64cosmin> :)
L58[05:21:52] <ghz|afk> yeah looking at itemcolored, we should rename it to ItemBlockWithSubtypes
L59[05:22:16] <ghz|afk> but it's pointless now
L60[05:22:25] <Ordinastie> not sure why it's not in ItemBlock directly
L61[05:22:50] <ghz|afk> since class names only change with major versions
L62[05:22:59] <ghz|afk> and 1.13 is going to remove metadata values
L63[05:23:04] <ghz|afk> we don't know how much this will change
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L72[06:53:35] <ben_mkiv> how would one figure out if a player (right)clicked on a random block in the world? i'm catching all interact events? should i just add a raytrace + blockcheck or are there any additional events fired when a block got hit?
L73[06:54:39] <ghz|afk> PlayerInteractEvent.RightClickBlock ?
L74[06:54:52] <ben_mkiv> thanks, was just reading that class xD
L75[06:54:55] <ben_mkiv> sorry for bothering
L76[06:55:03] <ben_mkiv> and thanks. yea thats what i looked for
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L78[07:51:32] <ben_mkiv> is there an easy way to get like a bounding box of the field of view of the player?
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L80[07:51:53] <ben_mkiv> so that i could figure out what to push to the renderer and what not
L81[07:57:33] <fscan> hey, a small question: Block#getPickBlock should return the ItemBlock as it is, eg the "silk touched" version, right? And Block#damageDropped is the damage/data value for the item produced for "normal" breaking?
L82[08:00:57] <fscan> the issue i have, if my assumptions are correct, is that getPickBlock calles Block#getItem which in turn construct a ItemStack with the current ItemBlock and the damage value from Block#damageDropped
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L87[08:33:50] <TechnicianLP> this seems a bit high ... https://i.imgur.com/feWnTet.png
L88[08:36:08] <c64cosmin> https://imgur.com/a/E9gpR what I'm doing wrong here?!
L89[08:36:34] <c64cosmin> except for wrong screenshot xD
L90[08:38:14] <c64cosmin> https://imgur.com/bUp4Pha that is a block with multiple variants, and that particular variant is in the blockstate.json yet it does not render it
L91[08:39:02] <TechnicianLP> then give us said blockstate json
L92[08:40:09] <c64cosmin> https://bitbucket.org/c64cosmin/realmshift/src/82b83939e9748255703289a86bd740c06b6054da/src/main/resources/assets/realmshift/blockstates/nemosil_tall_grass.json?at=master&fileviewer=file-view-default
L93[08:40:14] <c64cosmin> was doing that RN
L94[08:43:39] <TechnicianLP> well the model tells you about variant "inventory_black" while you have "inventory_simple" configured in the blockstate.json
L95[08:52:35] <c64cosmin> https://imgur.com/3TTddsX
L96[08:54:43] <c64cosmin> that item model exists, it was tested with a simple item
L97[08:54:58] <c64cosmin> simple block*, that doesn't have variants
L98[08:55:53] <TechnicianLP> you still have the variant in your json named incorrectly ...
L99[08:56:26] <TechnicianLP> (or you have to look into the log - it should tell you whats wrong with the model there)
L100[08:57:02] <ben_mkiv> i need to add some custom nbt to an itemstack with my custom nbt when the stack gets created
L101[08:57:16] <ben_mkiv> is the method in Item.onCreated() what i have to override?
L102[09:01:47] <ben_mkiv> uhm, probably just have to register the item with the nbt tag as the receipe output :>
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L105[09:25:08] <c64cosmin> also I don't get any errors in the logs, for not finding any variant, I don't think it should...
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L113[10:41:09] <c64cosmin> solved that issue @TechnicianLP
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L115[10:42:15] <c64cosmin> looked in the code, it seems that it either uses the "inventory" variant if there aren't used subBlocks with meta, or, if the Item Renderer is registered to use the inventory variant, then it will look for the model file in models directly
L116[10:42:17] <c64cosmin> woot!
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L121[11:06:19] <TechnicianLP> !latest 1.12.2
L122[11:06:25] <TechnicianLP> !latest 1.12
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L130[12:12:33] <TechnicianLP> i want to cache a single object (as its value is fetched online) but i need it to invalidate periodically/when i ask it to in order to refresh its value the next time it gets retreived - is something like this already implemented somewhere?
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L136[13:46:56] <barteks2x> isn't that like 10 lines of code...?
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L138[13:47:23] <ghz|afk> was there any mod that allows ocmbining elytra with armor? ;P
L139[13:51:21] <TechnicianLP> i wrote my own implementation by now (36 lines)
L140[13:52:00] <barteks2x> and I guess that includes imports and comments
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L144[14:21:21] <MiniDigger> why would you comment 36 lines? :D
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L159[16:22:02] <c64cosmin> are IBlockState comparable?
L160[16:23:18] <ghz|afk> you can use == to compare
L161[16:23:31] <ghz|afk> since they are unique precomputed instances
L162[16:24:04] <c64cosmin> will metadata also be taken in consideration?
L163[16:26:30] <ghz|afk> what metadata?
L164[16:26:39] <ghz|afk> the metadata isn't part of the blockstate
L165[16:26:49] <ghz|afk> it's just an internal number used while writing the block to disk
L166[16:27:01] <c64cosmin> withProperty(...)
L167[16:27:07] <ghz|afk> ah
L168[16:27:09] <ghz|afk> the values
L169[16:27:10] <c64cosmin> trying it now, hope it works
L170[16:27:14] <ghz|afk> well those ARE what makes the IBlockState
L171[16:27:21] <ghz|afk> each variant of a block
L172[16:27:26] <ghz|afk> gets precomputed during init
L173[16:27:40] <ghz|afk> there is only one instance of each block's possible combination of property values
L174[16:27:57] <ghz|afk> minecraft:stone{variant:andesite}
L175[16:28:02] <c64cosmin> that is why you need to specify createBlockState
L176[16:28:03] <ghz|afk> there is ONE and only ONE IBlockState instance
L177[16:28:13] <ghz|afk> that represents that block state
L178[16:28:19] <ghz|afk> so given that they are unique and precomputed
L179[16:28:26] <ghz|afk> withProperty only looks up another "neighbour"
L180[16:28:38] <ghz|afk> the BlockStateContained has a lookup table of neighbourhoods
L181[16:29:31] <ghz|afk> so it knows that, if you go from "block1{a=1,b=2}" and choose a new b=3, it will find this value in the table and return the one instance of "block1{a=1,b=3}"
L182[16:29:52] <ghz|afk> or in other words
L183[16:30:10] <ghz|afk> block1.getDefaultState().withProperty(a,1).withProperty(b,2)
L184[16:30:11] <ghz|afk> and
L185[16:30:17] <ghz|afk> block1.getDefaultState().withProperty(b,2).withProperty(a,1)
L186[16:30:21] <ghz|afk> return the same object instance
L187[16:30:37] <c64cosmin> thus it's comparable by nature
L188[16:30:53] <ghz|afk> hence it's comparable by reference, and you don't even need .equals
L189[16:31:03] <c64cosmin> thanks for the explanation
L190[16:31:24] <c64cosmin> that means I should work with IBlockStates as often as possible, if not everytime
L191[16:31:30] <c64cosmin> also now I'm curios
L192[16:31:44] <ghz|afk> everything you pass around to represent a block's state
L193[16:31:46] <c64cosmin> curious*, wouldn't that imply that in the future, there will more than 16 states?
L194[16:31:49] <ghz|afk> should be an IBlockState
L195[16:31:58] <ghz|afk> there CAN be more than 16 states
L196[16:31:59] <ghz|afk> even now
L197[16:32:15] <c64cosmin> without a TE?
L198[16:32:19] <ghz|afk> the limitation is that you can only have 16 distinct main states
L199[16:32:31] <ghz|afk> and the rest have to be specified through context or a TE
L200[16:32:42] <c64cosmin> for example like the stairs
L201[16:32:45] <ghz|afk> yep
L202[16:32:49] <ghz|afk> or fences
L203[16:33:28] <c64cosmin> fences are a really nice example here, the 16 states determine the color while, the connections are determined by context in the world
L204[16:34:03] <c64cosmin> thanks GigaHertz
L205[16:34:12] <ghz|afk> the difference in 1.13 will be
L206[16:34:14] <c64cosmin> that was a very through explanation
L207[16:34:19] <ghz|afk> that instead of needing a TE for the extra states
L208[16:34:29] <ghz|afk> and using metadata for the main ones
L209[16:34:34] <ghz|afk> the exact state will be stored to disk
L210[16:34:46] <ghz|afk> using a pallette
L211[16:34:54] <ghz|afk> (if Mojang actually has done what they claim)
L212[16:35:16] <ghz|afk> so in 1.13+, mc won't need to call getActualState every time
L213[16:35:18] <ghz|afk> it will just know
L214[16:35:41] <c64cosmin> I suspect this will also reduce map file size a bit
L215[16:35:56] <ghz|afk> it could
L216[16:36:08] <ghz|afk> but it depends on how they store the info
L217[16:36:29] <c64cosmin> BMP like palette is a good idea, like you said
L218[16:36:41] <ghz|afk> right now, there are 12 bits + lighting for each block
L219[16:36:51] <ghz|afk> in vanilla
L220[16:36:56] <ghz|afk> and 16+light in forge
L221[16:37:10] <ghz|afk> (the extra 4 bits are not used by vanilla so if you load a modded save, things break)
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L223[16:37:33] <ghz|afk> but with the palette
L224[16:37:47] <ghz|afk> they might have a dynamic number of bits, or bytes, or half-bytes
L225[16:37:59] <ghz|afk> we don't know what the granularity will be
L226[16:38:07] <ghz|afk> if dinnerbone wanted to feel fancy
L227[16:38:11] <ghz|afk> he'd have done it with bits
L228[16:38:28] <ghz|afk> so if only 2 blocks exist in a chunk, only 1 bit would be needed (+ lighting)
L229[16:38:41] <ghz|afk> but if 4000 are used, then 12 bits would be stored for each
L230[16:39:03] <ghz|afk> when I say blocks, i mean "distinct blockstates"
L231[16:39:15] <ghz|afk> and if he wants to be friendly to mods
L232[16:39:20] <ghz|afk> he'll have made it able to go up to 32 bits
L233[16:39:22] <ghz|afk> ;P
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L235[16:40:09] <ghz|afk> but based on previous.... cases
L236[16:40:20] <ghz|afk> chances are it will be 16 bits max, and forge will have to expand it somehow ;P
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L239[16:40:57] <c64cosmin> or some huffman encoding?!
L240[16:41:33] <ghz|afk> aren't region files packed with zlib?
L241[16:41:38] <ghz|afk> that implies huffman is already used ;P
L242[16:41:45] <c64cosmin> no idea really :D
L243[16:42:18] <ghz|afk> zlib is an implementation of DEFLATE
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L245[16:42:29] <ghz|afk> which is LZ77 repetition removal, + huffman coding
L246[16:42:57] <c64cosmin> thought they are plain raw xD
L247[16:43:15] <ghz|afk> There are currently two defined compression schemes:
L248[16:43:15] <ghz|afk> value method
L249[16:43:15] <ghz|afk> 1 GZip (RFC1952) (unused in practice)
L250[16:43:15] <ghz|afk> 2 Zlib (RFC1950)
L251[16:43:15] <ajb> region files are definitely packed
L252[16:43:23] <ajb> they are only 5MB
L253[16:43:25] <ghz|afk> so yeah
L254[16:43:30] <ghz|afk> region files already use huffman ;P
L255[16:44:38] <ajb> if not compressed they'd be 60MB or something
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L257[16:51:53] <ghz|afk> does anyone know a mod that removes that stupidly idiotic thing mojang did of not allowing infinity and mending on the same bow?
L258[16:53:30] <ghz|afk> foundit
L259[16:53:31] <ghz|afk> https://minecraft.curseforge.com/projects/infinity-mending-unnerf
L260[16:53:55] <ghz|afk> let's try it
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L268[17:21:07] <c64cosmin> does anyone know how to add an extra photo in my Imgur album?
L269[17:21:18] <c64cosmin> it says, remove the album from gallery, how?
L270[17:37:10] <c64cosmin> https://imgur.com/a/csCVY
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L272[17:52:18] <c64cosmin> lol, I need to remove the album, then I can add photos :/
L273[17:52:52] <ajb> i think gallery is like "publish this to the public" option
L274[17:53:53] <ajb> so they make you unpublish it so you can't get your album on the front page and then add offensive stuff to it
L275[17:55:20] <c64cosmin> yeah, I read about it, it's by design
L276[17:55:31] <c64cosmin> now it makes sense
L277[17:55:39] <c64cosmin> well I will keep it unpublished then
L278[17:56:05] <ajb> you can still share it with the link
L279[17:56:53] <c64cosmin> yeah, and I can share in the gallery by adding the album in the description
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L282[18:17:12] <Hink> How do I make colored vertexes with the worldRender wrapper thingy?
L283[18:17:31] <Hink> Like when you do vertexes with glColor4f
L284[18:18:30] <c64cosmin> what do want to achieve?
L285[18:18:55] <c64cosmin> color blending in the renderer?
L286[18:18:58] <Hink> yes
L287[18:19:11] <c64cosmin> one second
L288[18:19:24] <ghz|afk> use LightUtil instead of just adding the quads to the renderer
L289[18:19:31] <ghz|afk> LightUtil.drawQuadColored or whatever
L290[18:20:15] <c64cosmin> https://bitbucket.org/stupidrat/realmshift/src/66f1140edd5a7cc1020ec2395e6ed9dee4426e91/src/main/java/com/stupidrat/minecraft/realmshift/tileentities/renderer/RendererForgedLapisPortal.java?at=master&fileviewer=file-view-default#RendererForgedLapisPortal.java-73
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L292[18:20:29] <Hink> Can I use that for a GL_TRIANGLES with three different colored vertexes that have a gradient between each other?
L293[18:20:34] <c64cosmin> if you use the buffers buf.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_LMAP_COLOR);
L294[18:20:52] <c64cosmin> and in the link you can see how to change every of the values
L295[18:20:58] <c64cosmin> pay attention to the order
L296[18:21:05] <ghz|afk> Hink: no
L297[18:21:08] <c64cosmin> the VertexFormat is pos then tex then lightmap then color
L298[18:21:16] <ghz|afk> lightutil uses color multiplication on all the vertices
L299[18:21:31] <ghz|afk> I thought you meant to change the color of the quads
L300[18:21:33] <ghz|afk> since that's the common use
L301[18:21:36] <ghz|afk> if you mean anything else
L302[18:21:40] <ghz|afk> then like c64cosmin said
L303[18:21:55] <ghz|afk> .begin(quads, POSITION_COLOR)
L304[18:21:57] <c64cosmin> using a different VertexFormat will need to respect the order in the name itself
L305[18:22:07] <ghz|afk> .pos(x).color(rgb).endVertex(); x4
L306[18:22:08] <c64cosmin> ^
L307[18:22:12] <ghz|afk> xN
L308[18:22:19] <ghz|afk> .draw()
L309[18:22:34] <Hink> oh
L310[18:22:49] <Hink> i was doing .color(rgb).pos(x).endVertex();
L311[18:22:54] <Hink> probably why it was crashing
L312[18:22:55] <c64cosmin> order is important
L313[18:22:55] <ghz|afk> it MUST be the right order
L314[18:23:05] <ghz|afk> check the actual declaration
L315[18:23:10] <c64cosmin> it OpenGL vertex object basics
L316[18:23:11] <ghz|afk> but the name indicates the order in this case
L317[18:23:19] <Hink> yes
L318[18:24:11] <c64cosmin> (haha, for once I felt helpful in the IRC xD, finally)
L319[18:25:17] <ghz|afk> c64cosmin: half the mods I wrote
L320[18:25:27] <ghz|afk> were excuses to learn something from minecraft/forge
L321[18:25:32] <ghz|afk> so I could answer questions about it ;P
L322[18:26:12] <c64cosmin> all the respect for that!
L323[18:32:49] <Hink> ok, you'll have to excuse me because Im kind of new to this thing. https://gist.github.com/h1nk/0d2d75acf53fbd52f94c59fdcb65a2e8 I'm still not getting the gradient blend that I want.
L324[18:33:01] <Hink> the triangle is just the color of the last vertex
L325[18:33:09] <Hink> https://i.imgur.com/pQ0QJFt.png
L326[18:33:39] <ghz|afk> enable the shading?
L327[18:33:39] <Hink> This is what I'm trying to make https://i.imgur.com/2KgzbmO.png
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L329[18:33:47] <ghz|afk> you might need to use GlStateManager.enablewhatever
L330[18:34:43] <Hink> GlStateManager#shadeModel?
L331[18:35:15] <ghz|afk> yes
L332[18:35:46] <ghz|afk> shadeModel(GL11.GL_SMOOTH)
L333[18:36:47] <Hink> i put the vertexes in the wrong order because im stupid, but it works now
L334[18:36:48] <Hink> https://i.imgur.com/lGsS8pD.png
L335[18:36:50] <Hink> thanks!
L336[18:37:34] <c64cosmin> woot! way to go!
L337[18:39:12] <ghz|afk> :)
L338[18:40:29] <c64cosmin> @Hink I didn't meant to be offensive, now I realized what I've wrote :)
L339[18:42:17] <Hink> c64cosmin— huh, no offense taken
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L356[21:04:32] <Hink> Are you supposed to use GuiLabel for text labels?
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L371[23:34:50] <Mraof> Is the @MethodsReturnNonnullByDefault in the package-info.java files for Minecraft packages actually telling the truth?
L372[23:36:23] <Mraof> Actually, looks like I answered that for myself, it isn't
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